If one race would be considered the spirit of Krynn, it would have to
be the kender. Fearless, kind, irrepressible, and filled with curiosity,
they have explored regions of the world other races have never even imagined
and come back to tell the tale. They have fought beside the armies of
good and helped battle back the forces of evil, never once complaining
of the danger or fleeing from overwhelming odds. Kender have even stood
besides the Krynnish gods, helping them with their immortal struggles
and even calling them personal friends. Yet after all these accomplishments,
kender are still considered nuisances and vermin by society at large.
This is just another facet of existence that makes a kender's life exciting,
and most wouldn't have it any other way.

Personality. Kender are known mainly for two principle traits
that all seem to share - a lack of fear and a loose sense of ownership.
Though this would make a frightening psychological combination in many
other races, the natural innocence and kindness inherent in all kender
makes for a strange combination - incredible allies and friends to adventurers,
while a bane to all merchants. The following points should be kept in
mind when dealing with kender:

Lack of Fear. Kender are almost completely fearless, with the
consequences of their actions often not registering in their minds until
well after the effects have been felt. This does not mean that they are
insensitive to the needs and feelings of others; Some kender have been
known to break down in uncontrollable weeping when they have learned their
actions have hurt the feelings of their friends. Rather, kender simply
don't think far enough ahead to realize what might happen, and the kender
mind has the uncanny ability to block out negative experiences in a way
that "painful" lessons fade away from their conscious mind.

Loose Sense of Ownership. Kender society does not have the same
sense of ownership that others do. Kender constantly "borrow" each-other's
possessions, often without asking, and then "borrow" their own possessions
back if they need them. When travelling among other races, local laws
never completely sink in, and kender will often "find" the items of others
in their pouches. Note that most kender NEVER steal, and would be seriously
offended if accused of such. Natural Innocence. All kender have a child-like
innocence about them. This sentiment permeates who they are; for instance,
almost all kender try not to hurt the feelings of others, to help those
in need, and to protect any beings they come across that are in trouble.
In all recorded history, there has never been any record of an "evil"
kender (except, perhaps, in the eyes of merchants).

Curiosity and Wanderlust. Born with an overwhelming sense of curiosity,
kender love to explore and discover new things. In fact, this curiosity
is so powerful that it often overpowers reason, such as when a kender
goes into an ogre cave to find out what they eat for dinner ("Hello, Mr.
Ogre! I was just wondering what smells so awful in that pot!") or enjoys
his stay in the dungeon of an evil cleric too much ("Wow! These rusty
chains are really neat! And that skeleton in the corner is really funny-looking!
Hey, do you think there are any ghosts down here? I've always wanted to
see a ghost..."). Around the time they reach full maturity (about 20 years
of age), kender begin to experience Wanderlust - a drive to explore all
the corners of the world and experience great adventures. Wanderlust is
the reason kender can be found on almost all the roads of Ansalon, as
well as in every city on Krynn. Wanderlust usually lasts through middle-age
in a kender, though it has been known to end earlier or later depending
on circumstances.

Physical Description: Kender usually stand between three and a
half to four feet tall, and look slender (usually weighing between 80
and 100 pounds). Obese kender tend to only show their weight in their
stomach regions, making them look extremely comical to most races. Kender
have pointed ears similar to those of elves, and favor long hairstyles
including the "topknot" (similar to a ponytail but worn higher on the
head). Most kender can not grow facial hair, though there are a few exceptions.

Relations: Kender try to be friends with everyone they meet,
but more often then not find themselves on the wrong side of the law due
to their "borrowing" habits. Most major cities will find their jail cells
filled with kender by the end of any given night, and usually release
said denizens the next morning (often outside the city gates).

Alignment: Goodness dominates kender society, which is why almost
all are of good alignment. Though most kender try to obey laws, their
impulsive nature makes neutrality and chaos better choices.

Kender Lands: There are a few kender cities on Ansalon, including
the legendary Kendermore (on the Goodlund Peninsula) and Hylo (on Northern
Ergoth in Kenderhome). These cities have more of a system of leaders then
an actual government, with the kind kender heart and their carefree attitude
generating little need for a more organized system. As well, small "kender
districts" can be found in almost every major human city on Ansalon. These
small areas tend to be dominated by kender (members of other races rarely
live in such areas for fear that all of their possessions will be "borrowed"),
but anyone is welcome. Such areas often have large walls built around
them and heavy gates that are locked during certain hours, usually at
the insistence of the other races in the city.

Religion: Kender revere all of the gods of good, and rarely favor
one over the others (as kender find ALL of the aspects of the gods of
good interesting). On rare occasions when a kender decides to devote him-
or her- self to a single god, it is usually Branchala (due to his wonderful
songs and interesting stories), Habbakuk (kender love their animal friends),
or Mishakal (here kind spirit is very similar to that of the kender).
It is extremely rare for a kender to devote him- or her- self to a neutral
god, and unheard of for any to join the church of an evil god (though
kender do enjoy visiting them, much to the displeasure of the clerics!).

Language: Common is the most used kender language, though Kenderspeak
(a jumble of words and rules loosely formed from almost every other Krynnish
language) is also known in the major kender cities. Though kender know
how to read and write, they enjoy the experience of telling stories much
than simply reading a book; as such, kender history and philosophy are
usually passed down via an oral tradition rather than through writings.

Names: Kender go through a lot of names during childhood, nicknames
being used just as often as those their parents gave them. The one that
fits the child the most is usually the one the child choose to be known
as when they enter adulthood, though variations will appear throughout
a kender's life. These names are usually combinations of other words the
kender find interesting or descriptive, but can also be legendary names
that the kender hold dear. Family names are usually derived from a family
or individual's profession and/or deeds.

Adventurers: Kender adventurers are the norm, as wanderlust usually
calls them away from their places of birth and out into the world in search
of adventure.

Kender Racial Traits

+3 Dexterity, -2 Strength, -1 Wisdom; Lithe and dexterous, a kender's
body is perfectly built for getting it into tight places and avoiding
blows; that same build, however, also results in less physical strength.
And though kender can be very intelligent, their natural curiosity and
luck tends to dull their wisdom when it comes to making "sane" choices.

Small: Kender are small creatures, and have all the resulting bonuses
and penalties due beings of their size. See the 3E-PHB, page 20, for
complete details.

Kender Base Speed is 20 feet.

Low-light Vision: A Kender's keen eyes allow it to see twice as far
as "normal races" in near-darkness such as distant torchlight or starlight.
They retain the ability to distinguish color and other details in such
situations.

+2 racial bonus on Move Silently and Escape Artist checks due to a
kender's natural grace and agility.

+2 racial bonus to Open Lock and Pick Pocket skill checks. A kender's
natural curiosity drives it to open more chests and search more pockets
by the time it reaches ten years of age then most thieves of other races
will during their entire careers.

Naturally adept: Kender may use the Move Silently and Open Lock skills
even if untrained.

+2 racial bonus to all Listen checks due to the kenders' sensitive
hearing.

-2 racial penalty on all Bluff checks. Kender are known for their
gullibility and fondness for telling entertaining (though slightly exaggerated)
stories. A "kender tale" is a common term used in many societies to
describe a fictional account or tall tale.

-2 racial penalty on all Sense Motive skill checks. The kenders' childlike
nature and "honest" society make them very susceptible to the lies of
others.

+4 morale bonus on all saving throws against fear. The entire kender
race seems almost immune to the effects of fear, as their natural curiosity
usually takes hold of their minds in times of great danger.

+1 racial bonus to all saving throws. Kender seem to have uncanny
luck which helps them to avoid harm.

+2 racial bonus to all saving throws dealing with magic. Legend holds
that this is due to the way in which the kender race was created.

-2 racial penalty to the DC of all spells cast by the kender. Due
to the natural resistance kender have to magic, all of the spells they
cast are less effective than those of most other races.

-1 racial penalty to maximum spell level. Kender cast spells one level
below their maximum spell level. If this penalty takes them below the
lowest possible spell level for their class, then they can not cast
any spells until later levels. Example: A level 1 kender mage can only
cast level 0 arcane spells, and would have to wait until level 3 in
order to cast level 1 arcane spells.

Kender Taunt: When a "Kender Taunt" is declared, the kender attempts
to enrage an intelligent being into violent (and often stupid) action.
If the kender makes a successful Bluff check (-2 circumstance penalty
if the victim does not know the kender's language) against the target,
the following occur for the next 1d10 rounds: the victim is so enraged
that they focus all of their attacks on the kender, lose their dodge
bonus to AC, and suffer a -2 circumstance penalty to all mental-based
skill checks (those based on Intelligence, Wisdom, or Charisma). Though
a kender may re-try to taunt a target if they fail their Bluff check,
they may only successfully taunt someone once a day (a person can only
expend so much rage on insults). Taunting is a Standard Action.

Kender Pouch Grab: 3 times a day, a kender character may declare that
they are making a "kender pouch grab" as long as they have the majority
of their pouches/bags/packs with them. The player makes a percentile
roll and consults the Kender Pouch Grab Chart to find out what is drawn.
All UN-owned items drawn will disappear back into the kender's pouches
within a day (technically removed from play), though the DM has the
option of allowing certain items to stay around longer in special situations.
Making a pouch grab is a full-round action.

Extraordinary Kender Pouch Grab: After reaching 7th level, a kender
may attempt an "extraordinary kender pouch grab" once per day. The player
makes a percentile roll and consults the Extraordinary Kender Pouch
Grab Chart to find out what is drawn. All UN-owned items drawn will
disappear within a day (technically remove from play) unless extraordinary
circumstances occur (such as a villain taking the item or the kender
being constantly incapacitated). Note that another party member taking
the item and trying to hide it from the kender does not count as an
extraordinary circumstance (kender seem to find such items with ease
and return them to their pouches, whether conscious of the act or not).
Making a pouch grab is a full-round action.

All kender gain a bonus exotic weapon feat which they can use to select
a kender racial weapon to be proficient with. Most choose the hoopak,
though other choices among fighters are not uncommon.

Tables and Charts
------------------------------------------------------------------------
Kender Pouch Grab Chart
-------------------------------
Percent Result
-------------------------------
01-02 - A medium-sized magical item owned by one of the kender's companions
such as a spellbook, belt, or helm, so long as the kender has a backpack
or sack of sufficient size to pull it from (DM may choose or decide randomly
on the owner and item).
03-05 - A class kit owned by one of the kender's companions that weighs
no more than 10 pounds, or sufficient materials from a heavier kit to
invalidate the bonuses (DM may choose or decide randomly on the owner
and item).
06-10 - A small magical item owned by one of the kender's companions such
as a ring or bracelet (DM may choose or decide randomly on the owner and
item).
11-15 - A small-sized simple weapon owned by one of the kender's companions
(DM may choose or decide randomly on the owner and item).
16-20 - An article of clothing owned by one of the kender's companions
(DM may choose or decide randomly on the owner and item).
21-25 - 1d4 colorful sea shells.
26-30 - An assortment of feathers.
31-35 - 1d4 shiny stones.
36-40 - A knot of string in various colors.
41-45 - A worn table item.
46-50 - A 3-foot long thin leather cord.
51-55 - A candle.
56-60 - A small silver mirror.
61-65 - 5 feet of silk rope.
66-70 - Manacles.
71-75 - A lockpick.
76-80 - A spyglass.
81-83 - 1-2 (1d4 / 2) arrows.
84-86 - 1d4 sling bullets.
87-89 - A tiny simple weapon.
90-92 - A small simple weapon.
93-94 - A tiny exotic weapon.
95-96 - A small martial weapon.
97-98 - A healing potion.
99 - DM's choice of any useful item on the list.
00 - Kender's choice of any small-sized item they own or DM's choice (player
may chose).

Note: The DM should feel free to alter this list in any way he/she feels
is appropriate. Two different kender in the same party, for instance,
might have two different lists.

Extraordinary Kender Pouch Grab Chart
-------------------------------
Percent Result
-------------------------------
01-20 - Re-roll using the Kender Pouch Grab Chart.
21-25 - 5 feet of chain and an average-quality lock.
26-30 - A magnifying glass.
31-35 - Thieves' Tools.
36-40 - A bag of caltrops.
41-45 - A flask of antitoxin.
46-50 - A flask of holy water.
51-55 - A flask of acid.
56-60 - A tanglefoot bag.
61-65 - A thunderstone.
66-70 - 1d4 tindertwigs
71-75 - A sunrod.
76-80 - A smokestick.
81-83 - 1-2 (1d4 / 2) arrows +1.
84-86 - 1d4 sling bullets +1.
87-89 - A tiny simple weapon +1.
90-92 - A small simple weapon +1.
93-94 - A tiny exotic weapon +1.
95-96 - A small martial weapon +1.
97-98 - A simple map made by the kender of the surrounding area. After
looking at the map, the kender is then allowed a search roll with a DC
of 10 to discover any secret doors/sections that the party may have missed
in the general area. The DC goes up by +5 for each secret door found using
the map.
99 - DM's choice of any useful item on the list.
00 - Kender's choice of any item on the list or DM's choice (player may
chose).

Note: The DM should feel free to alter this list in any way he/she feels
is appropriate. Two different kender in the same party, for instance,
might have two different lists.